Cocos studio动画编辑器所导出的资源怎么在cocos2d-x里使用

我看到帮助说明里写:
在cocos2d-x项目里写

CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo(“anim/explode/ExplodeAnimation0.png”,
“anim/explode/ExplodeAnimation0.plist”, “anim/explode/ExplodeAnimation.ExportJson”);

但我用的是cocos2d-x 3.3 里面貌似没有CCArmatureDataManager
要include什么头文件吗?

解决了。
我的cocos2d-x版本是3.3, cocostudio版本是1.6
cocos2d-x的项目是空项目,把cocostudio导出的文件放到Resource目录下(“anim/DemoPlayer0.png”, “anim/DemoPlayer0.plist”, “anim/DemoPlayer.ExportJson”)
在HelloWorldScene.cpp的init()里加上:
// add cocos studio animation
ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo(“anim/DemoPlayer0.png”, “anim/DemoPlayer0.plist”, “anim/DemoPlayer.ExportJson”);
//创建动画精灵,参数为cocoStudio动画编辑器创建的动画项目的名称
CCArmature *armature = CCArmature::create(“DemoPlayer”);
CCArmatureAnimation *pAnimation = armature->getAnimation();

//播放动画
pAnimation->playWithIndex(0);
armature->setScale(0.5);
armature->setPosition(visibleSize.width / 2, visibleSize.height / 2);
//添加动画精灵
addChild(armature);

VisualStudio工程里里添加libCocosStudio项目,游戏主项目的属性/Linker/Input, Additional Dependencies里添加 “E:\Projects\cocos\AndroidTest_cocostudio_anim\proj.win32\Debug.win32\libCocosStudio.lib”

生成后就通过了

addArmatureFileInfo(“anim/DemoPlayer0.png”, “anim/DemoPlayer0.plist”, “anim/DemoPlayer.ExportJson”);
这个可以只传一个json文件路径吧 要是图片太多还要做个循环